精灵火花 · Tween Fire · ▶ 在线运行案例
案例合集: 三维可视化功能案例(threehub.cn)
开源仓库github地址: https://github.com/z2586300277/three-cesium-examples
**400个案例代码: ** 网盘链接

你将学到什么
- OrbitControls 相机轨道交互
- Canvas 动态纹理贴图
- GSAP 时间轴与补间动画
requestAnimationFrame渲染循环与resize自适应
效果说明
本案例演示 精灵火花 效果:用 Canvas 2D 绘制内容并实时映射为 Three.js 纹理;核心用到 OrbitControls、Canvas、GSAP。建议先打开文首在线案例查看动态画面,再对照下方源码逐步理解。
核心概念
OrbitControls 轨道旋转缩放;开
enableDamping时每帧需controls.update()。属性插值动画,适合相机动效、UI 过渡。
实现步骤
- 搭建 Scene / Camera / Renderer 与 OrbitControls
- rAF 循环中 update 并 render
代码要点
import * as THREE from 'three'
import { OrbitControls } from 'three/examples/jsm/controls/OrbitControls.js'
import TWEEN from "three/addons/libs/tween.module.js";
import { GUI } from 'dat.gui'
// 获取容器并设置场景、相机和渲染器
const box = document.getElementById('box');
const scene = new THREE.Scene();
const camera = new THREE.PerspectiveCamera(50, box.clientWidth / box.clientHeight, 0.1, 1000);
camera.position.set(0, 200, 200);
const renderer = new THREE.WebGLRenderer({ antialias: true, alpha: true, logarithmicDepthBuffer: true });
renderer.setSize(box.clientWidth, box.clientHeight);
box.appendChild(renderer.domElement);
// 控制器
const controls = new OrbitControls(camera, renderer.domElement);
controls.enableDamping = true;
// 动画循环
function animate() {
requestAnimationFrame(animate);
controls.update();
TWEEN.update();
renderer.render(scene, camera);
}
animate();
// 颜色配置
const colorArr = [
{ position: 0, color: 'rgba(255,255,255,1)' },
{ position: 0.05, color: 'rgba(255,230,140,0.9)' },
{ position: 0.2, color: 'rgba(255,180,40,0.6)' },
{ position: 1, color: 'rgba(255,100,0,0)' }
];
// 生成纹理
const canvas = document.createElement('canvas');
canvas.width = 256;
canvas.height = 256;
const context = canvas.getContext('2d');
context.clearRect(0, 0, canvas.width, canvas.height);
const gradient = context.createRadialGradient(
canvas.width / 2, canvas.height / 2, 0,
canvas.width / 2, canvas.width / 2, canvas.width / 2
);
colorArr.forEach(stop => {
gradient.addColorStop(stop.position, stop.color);
});
context.fillStyle = gradient;
context.beginPath();
context.arc(canvas.width / 2, canvas.height / 2, canvas.width / 2, 0, Math.PI * 2);
context.fill();
// 内部高光
const innerGradient = context.createRadialGradient(
canvas.width / 2, canvas.height / 2, 0,
canvas.width / 2, canvas.height / 2, canvas.width / 4
);
innerGradient.addColorStop(0, 'rgba(255, 255, 255, 0.8)');
innerGradient.addColorStop(0.3, 'rgba(255, 240, 220, 0.5)');
innerGradient.addColorStop(1, 'rgba(255, 240, 200, 0)');
context.fillStyle = innerGradient;
context.beginPath();
context.arc(canvas.width / 2, canvas.height / 2, canvas.width / 4, 0, Math.PI * 2);
context.fill();
const texture = new THREE.CanvasTexture(canvas);
// 创建粒子系统
const sprites = new THREE.Object3D();
const material = new THREE.SpriteMaterial({
map: texture,
blending: THREE.AdditiveBlending,
transparent: true,
depthWrite: false,
alphaTest: 0.01
});
const gui = new GUI();
const config = {
r_p: 20,
size: 32,
xx: 200,
yy: 400,
zz: 100,
sl: 0.1,
time: 1500,
d: 4
}
gui.add(config, 'r_p', 0, 200).name('粒子范围');
gui.add(config, 'size', 0, 64).name('粒子大小');
gui.add(config, 'xx', 0, 800).name('x轴范围');
gui.add(config, 'yy', 0, 800).name('y轴范围');
gui.add(config, 'zz', 0, 800).name('z轴范围');
gui.add(config, 'sl', 0, 1).name('缩放比例');
gui.add(config, 'time', 0, 3000).name('动画时间');
gui.add(config, 'd', 0, 10).name('粒子间隔');
// 添加粒子
for (let i = 0; i < 300; i++) {
const particle = new THREE.Sprite(material);
initParticle(particle, i * config.d, sprites);
sprites.add(particle);
}
scene.add(sprites);
// 初始化粒子
function initParticle(particle, delay) {
const r_v = v => Math.random() * v - v / 2;
// 初始化位置和大小
particle.position.set(r_v(config.r_p), r_v(config.r_p), r_v(config.r_p));
particle.scale.x = particle.scale.y = particle.scale.z = Math.random() * config.size;
const xx = r_v(config.xx)
const yy = Math.abs(r_v(config.yy))
const zz = -Math.cos((Math.PI / 10) * xx) * config.zz;
new TWEEN.Tween(particle.position)
.delay(delay)
.to({ x: xx, y: yy, z: zz }, config.time)
.start()
.onComplete(() => initParticle(particle, delay))
new TWEEN.Tween(particle.scale)
.delay(delay)
.to({ x: config.sl, y: config.sl }, config.time)
.start();
}
完整源码:GitHub
小结
- 本文提供 精灵火花 完整 Three.js 源码与在线 Demo,建议先运行案例再改 uniform/参数做二次实验
- 更多 Three.js 实战案例见 three-cesium-examples 合集 与 GitHub 开源仓库